shithub: choc

Download patch

ref: f1bde3d5212cab46aa9f40bec29e8a72013f8a41
parent: d3cd96a9dc73d4b261757a34bf1e3c59b48ddf19
author: Simon Howard <[email protected]>
date: Fri Apr 5 17:01:45 EDT 2013

Use two-stage startup for Hexen, and add netgame startup callback for
the spinal loading screen.

Subversion-branch: /branches/v2-branch
Subversion-revision: 2585

--- a/src/d_loop.c
+++ b/src/d_loop.c
@@ -313,7 +313,8 @@
 // Block until the game start message is received from the server.
 //
 
-void D_BlockUntilStart(net_gamesettings_t *settings)
+static void BlockUntilStart(net_gamesettings_t *settings,
+                            netgame_startup_callback_t callback)
 {
     while (!NET_CL_GetSettings(settings))
     {
@@ -324,10 +325,17 @@
         {
             I_Error("Lost connection to server");
         }
+
+        if (callback != NULL && !callback(net_client_wait_data.ready_players,
+                                          net_client_wait_data.num_players))
+        {
+            I_Error("Netgame startup aborted.");
+        }
     }
 }
 
-void D_StartNetGame(net_gamesettings_t *settings)
+void D_StartNetGame(net_gamesettings_t *settings,
+                    netgame_startup_callback_t callback)
 {
     int i;
 
@@ -384,7 +392,7 @@
         // from the server.
 
         NET_CL_StartGame(settings);
-        D_BlockUntilStart(settings);
+        BlockUntilStart(settings, callback);
 
         // Read the game settings that were received.
 
--- a/src/d_loop.h
+++ b/src/d_loop.h
@@ -29,6 +29,13 @@
 
 #include "net_defs.h"
 
+// Callback function invoked while waiting for the netgame to start.
+// The callback is invoked when new players are ready. The callback
+// should return true, or return false to abort startup.
+
+typedef boolean (*netgame_startup_callback_t)(int ready_players,
+                                              int num_players);
+
 typedef struct
 {
     // Read events from the event queue, and process them.
@@ -72,7 +79,8 @@
 // Start game with specified settings. The structure will be updated
 // with the actual settings for the game.
 
-void D_StartNetGame(net_gamesettings_t *settings);
+void D_StartNetGame(net_gamesettings_t *settings,
+                    netgame_startup_callback_t callback);
 
 extern boolean singletics;
 extern int gametic, ticdup;
--- a/src/doom/d_net.c
+++ b/src/doom/d_net.c
@@ -253,7 +253,7 @@
     D_RegisterLoopCallbacks(&doom_loop_interface);
 
     SaveGameSettings(&settings);
-    D_StartNetGame(&settings);
+    D_StartNetGame(&settings, NULL);
     LoadGameSettings(&settings);
 
     DEH_printf("startskill %i  deathmatch: %i  startmap: %i  startepisode: %i\n",
--- a/src/heretic/d_net.c
+++ b/src/heretic/d_net.c
@@ -214,7 +214,7 @@
     }
 
     SaveGameSettings(&settings);
-    D_StartNetGame(&settings);
+    D_StartNetGame(&settings, NULL);
     LoadGameSettings(&settings);
 }
 
--- a/src/hexen/d_net.c
+++ b/src/hexen/d_net.c
@@ -206,18 +206,10 @@
     connect_data->is_freedoom = 0;
 }
 
-//
-// D_CheckNetGame
-// Works out player numbers among the net participants
-//
-
-void D_CheckNetGame (void)
+void D_ConnectNetGame(void)
 {
     net_connect_data_t connect_data;
-    net_gamesettings_t settings;
 
-    D_RegisterLoopCallbacks(&hexen_loop_interface);
-
     InitConnectData(&connect_data);
     netgame = D_InitNetGame(&connect_data);
 
@@ -233,7 +225,34 @@
     {
         netgame = true;
     }
+}
 
+static boolean StartupProgress(int now_ready, int total)
+{
+    static int ready = 0;
+
+    while (ready < now_ready)
+    {
+        ST_NetProgress();
+        ++ready;
+    }
+
+    ready = now_ready;
+
+    return true;
+}
+
+//
+// D_CheckNetGame
+// Works out player numbers among the net participants
+//
+
+void D_CheckNetGame(void)
+{
+    net_gamesettings_t settings;
+
+    D_RegisterLoopCallbacks(&hexen_loop_interface);
+
     if (netgame)
     {
         autostart = true;
@@ -240,8 +259,16 @@
     }
 
     SaveGameSettings(&settings);
-    D_StartNetGame(&settings);
+    D_StartNetGame(&settings, StartupProgress);
     LoadGameSettings(&settings);
+
+    // Finish netgame progress on startup screen.
+
+    if (netgame)
+    {
+        StartupProgress(settings.num_players, settings.num_players);
+        ST_NetDone();
+    }
 }
 
 //==========================================================================
--- a/src/hexen/h2_main.c
+++ b/src/hexen/h2_main.c
@@ -76,6 +76,7 @@
 // EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
 
 void R_ExecuteSetViewSize(void);
+void D_ConnectNetGame(void);
 void D_CheckNetGame(void);
 boolean F_Responder(event_t * ev);
 void I_StartupKeyboard(void);
@@ -331,11 +332,6 @@
     ST_Message("MN_Init: Init menu system.\n");
     MN_Init();
 
-#ifdef FEATURE_MULTIPLAYER
-    ST_Message("NET_Init: Init networking subsystem.\n");
-    NET_Init();
-#endif
-
     ST_Message("CT_Init: Init chat mode data.\n");
     CT_Init();
 
@@ -351,6 +347,12 @@
     I_InitTimer();
     I_InitJoystick();
 
+#ifdef FEATURE_MULTIPLAYER
+    ST_Message("NET_Init: Init networking subsystem.\n");
+    NET_Init();
+#endif
+    D_ConnectNetGame();
+
     S_Init();
     S_Start();
 
@@ -372,16 +374,13 @@
     // MAPINFO.TXT script must be already processed.
     WarpCheck();
 
-    ST_Done();
-
-    // Netgame start must be here, after the splash screen has finished.
     ST_Message("D_CheckNetGame: Checking network game status.\n");
     D_CheckNetGame();
 
-    // SB_Init has been moved here; the status bar must be initialized
-    // *after* the netgame has started.
     ST_Message("SB_Init: Loading patches.\n");
     SB_Init();
+
+    ST_Done();
 
     if (autostart)
     {
--- a/src/strife/d_net.c
+++ b/src/strife/d_net.c
@@ -253,7 +253,7 @@
     }
 
     SaveGameSettings(&settings);
-    D_StartNetGame(&settings);
+    D_StartNetGame(&settings, NULL);
     LoadGameSettings(&settings);
 
     // Strife games are always deathmatch, though -altdeath is